Eldanar-Koth [WIP] world illustration - Fantasy theme
Fantasy

Eldanar-Koth [WIP]

Y
YANLEI

An AI generated RPG Campaign/Map based on a mix of Forgotten Realms and Golarion.


Author's Note: Disclaimer: This is 99% AI-generated and English is not my native language, so im sorry in case 😢 🥲 — The map is still very WIP. I think it will be playable after creating the classes, but there wont be any spells (for now, atleast). What does the number mean? Its just a reference followed by a sequence related to the answers in GPT. Just for clarity (It will be removed afterward). Whats missing: I. An actual map – Im still trying to figure out which type of map would be best for this setting (🗺️ https://mapgeeks.org/different-types-maps/ 🗺️). Im also testing some programs (🌎 https://docs.google.com/document/d/1C7smRafom0Lgonicl1tgkQam5_zeUtkQ6fCodm0jGEg/edit 🌎), but if you have any advice, it would be appreciated! II. Locations (Areas, POIs) – This is probably the hardest part, Id say. Overall, it’s still workable until my RAM starts going BRRR. I’ve divided the work into seven steps/subareas, which are: 1. Continents (Main and Subcontinents/Surrounding Lands) – [COMPLETED] 2. Continental Sections – [COMPLETED] 3. Countries (Empires/Factions) 4. Regions 5. Cities 6. Districts 7. Points of Interest/Notable Features III. Characters IV. Monsters V. Classes VI. Items VII. Spells (ehh, not really) I also need to check on the Races again. What I used: ChatGPT, Bing Image Creator, DeepAI Image Generator. Ive also started to stream the creation of the map on Twitch. If you want to check me out on how i work or just want to hmu, give me some advice, share any critique, id appreciate it, tysm for reading til here! HF 👽— https://twitch.tv/vi_yanlei_xv
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3.1 Elarion-Kharthys

3.1 Elarion-Kharthys

Elarion-Kharthys is a vast continent characterized by its diverse landscapes, ranging from towering mountains and dense forests to arid deserts and lush valleys. The land is rich in history, with remnants of ancient civilizations and the scars of past conflicts visible in the terrain, influencing the cultures and societies that inhabit it.

3.1.a Thar-Kaellis

3.1.a Thar-Kaellis

Thar-Kaellis is the oldest surviving empire in Eldanar-Koth, a civilization that has weathered cataclysms, divine wars, and mortal rebellions. Once a bastion of magical, military, and political supremacy, it now faces decline with paranoid rulers and disillusioned citizens, yet its armies and wizards still command respect across the known world.

3.1.a.1.1 Goldvein Plains

3.1.a.1.1 Goldvein Plains

The Goldvein Plains are a vast expanse of golden grasslands and fertile river valleys, serving as the heartland of human civilization. Great cities like Valmyrion and Caedros dominate the landscape, their gleaming towers reflecting the sun's rays. The sacred River Celithar weaves through the region, while underground caverns and ruins of forgotten ages lie hidden beneath the rolling hills. This stable and temperate region is marked by unpredictable arcane ley lines, causing localized reality distortions such as floating stones and shimmering mirages. Herds of vael’striders, skyserpents, and mirebeasts roam the land, adding to the area's vibrant ecosystem.

3.1.a.1.2 Emberwood

3.1.a.1.2 Emberwood

The Emberwood is a dark and ancient forest where the leaves glow faintly in the dark due to latent magical energy. Ruins of an old empire are scattered throughout, haunted by spectral guardians, while the hidden elven enclave known as the Court of Ashen Lords protects the land with druidic and shadow magic.

3.1.a.1.3 The Sunken Vale

3.1.a.1.3 The Sunken Vale

Once a thriving kingdom, The Sunken Vale is now a desolate crater filled with the remnants of a magical catastrophe. Blackened ruins and broken spires rise from the cracked earth, shrouded in a thick mist and strange, twisted flora. Time is unstable here, causing visions of the past and future to overlap, while wraith-born husks, mirror-horrors, and void-drakes haunt the remnants of the ancient city. At the center lies the Obsidian Monolith, a structure pulsing with unnatural energy, defying the laws of reality.

3.1.a.1.4 The Cerulean Cliffs

3.1.a.1.4 The Cerulean Cliffs

Towering cliffs of blue-hued stone rise majestically above the Endless Azure, a vast ocean teeming with life and mystery. Scattered fishing villages dot the coastline, with the bustling port-city of Myr-Kaellis serving as the trade hub of the west. The Titan’s Spine, a massive skeletal structure embedded in the cliffs, is rumored to be the remains of a fallen celestial being, drawing adventurers and scholars alike. The tides here shift unpredictably, revealing hidden coves and treacherous rocks, while sea wraiths, leviathans, and storm-bound elementals haunt the waters. The cliffs are also home to the Stormborn Cult, a reclusive order that venerates the Sky-Sealed One, a forgotten deity of the skies.

3.1.b Vhur-Mazath

3.1.b Vhur-Mazath

Vhur-Mazath, known as 'The Obsidian Oath', is a realm of towering black mountains and ancient dwarven citadels. The land is steeped in tradition, where oaths are sacred and the echoes of the past resonate through the stone.

3.1.b.1.1 The Obsidian Peaks

3.1.b.1.1 The Obsidian Peaks

A vast mountain range of blackened stone, towering over the lands of Elarion-Kharthys. Jagged cliffs and deep ravines make travel treacherous, while ancient dwarven citadels carved into the mountainsides glow faintly with runes. The mountains absorb heat and light, creating an eerie warmth even in winter, and are home to crag-bears, shadowed wyverns, and ironclad rams. Whispering winds carry the voices of long-dead warriors, echoing broken oaths.

3.1.b.1.2 The Furnace Depths

3.1.b.1.2 The Furnace Depths

Beneath the mountains lies a network of volcanic tunnels, where rivers of molten rock flow like veins of fire. The Great Anvil of Dur-Khallan, an eternal forge where legendary weapons are crafted, is located here. The Mazathir-Dur harness volcanic heat to power massive forges, constructing weapons, armor, and even siege engines. The air is thick with ash, and the earth trembles with distant eruptions. Creatures include lava-bound colossi, pyric elementals, and the Ashborn Wyrm, an ancient dragon rumored to be bound within the fire. The very stones shift and reshape, as if responding to the will of unseen forces.

3.1.b.1.3 The Black Halls of Vhur-Danath

3.1.b.1.3 The Black Halls of Vhur-Danath

A colossal subterranean kingdom, stretching for miles beneath the surface, featuring great stone bridges spanning chasms deeper than the sky. Fortress-cities of rune-inscribed basalt rise from the depths, while sealed dwarven holdfasts contain artifacts of forgotten eras that whisper in the dark. The deeper one ventures, the more the laws of reality fracture, leading to tunnels that defy existence. Inhabitants include deep-crawlers, blind drakehounds, and the Hollow-forged—dwarves transformed into living metal. At the very bottom lies a dead city, shrouded in darkness and humming with forbidden power.

3.1.b.1.4 The Broken Teeth

3.1.b.1.4 The Broken Teeth

A series of jagged stone ridges marking the edge of dwarven lands, The Broken Teeth is a war-torn region plagued by frequent raids from orcish warbands and underground horrors. The Wardenholds, a line of dwarven fortresses, stand as the first and last defense against invaders, while the land itself is scarred by ancient battles, with cracks in the rocks that bleed molten gold.

3.1.c Zhaerun-Khal

3.1.c Zhaerun-Khal

A merciless land of bleached bone dunes, storm-choked mesas, and forgotten cities buried beneath endless wastes. It is inhabited by exiles, nomads, and the damned, where power is earned through survival and ancient horrors stir beneath the shifting sands.

3.1.c.1.1 The Bone Dunes

3.1.c.1.1 The Bone Dunes

A vast and merciless desert where the sand is unnaturally pale, streaked with black veins, remnants of a forgotten empire. Bleached bones of unknown beasts rise from the dunes, some as large as fortresses, while the sand itself shifts and swallows the unwary. Days are blindingly hot, and nights are deathly cold, with some dunes remaining warm even in darkness. Creatures like sand-drakes, glass-winged vultures, and bone crawlers roam this eerie landscape, embodying the essence of entropy.

3.1.c.1.2 The Shattered Mesas

3.1.c.1.2 The Shattered Mesas

The Shattered Mesas, known as the Tombs of the Sky, are colossal plateaus and mesas, cracked by ancient wars and violent magic. Tribal warbands roam the highlands, with their settlements carved into the cliffs, while the Skyfall Chasm, a bottomless abyss, marks the site where a god fell and shattered the earth.

3.1.c.1.3 The Weeping Ruins

3.1.c.1.3 The Weeping Ruins

Once-great cities now lie in crumbling decay, buried beneath the relentless sands of time. Mummified kings, their minds intact but bodies withered, still sit upon their thrones, while forbidden tombs guard treasures cursed to remain untouched by mortals. The air is thick with whispers, shadows dance in the corners of vision, and the scent of incense lingers, hinting at the lost rituals of a bygone era. Here, no plants dare to grow, and the only inhabitants are the sand phantoms, swarming scarabs, and the Hollowed—undead husks that roam the ruins, seeking to reclaim what was lost.

3.1.c.1.4 The Blighted Oases

3.1.c.1.4 The Blighted Oases

Scattered throughout the desolate wasteland, the Blighted Oases are rare patches of water and greenery, some pure and sacred, while others are tainted by ancient curses. Fungal growths pulse ominously near the water, and the very essence of the oases shifts with the phases of the moon, turning some waters to blood and revealing hallucinogenic plants that force the guilty to relive their past sins.

3.1.d Velyss-Tir

3.1.d Velyss-Tir

Velyss-Tir, known as 'The Twilight Accord,' is a mystical land where the boundaries between the material world and the Feywild are thin. It is characterized by its twilight-infused landscapes, deep connection to the Feywild, and a balance between light and shadow, inhabited by elven and fey-touched peoples.

3.1.d.1.1 Everdawn Forests

3.1.d.1.1 Everdawn Forests

The Everdawn Forests stretch across Velyss-Tir, shrouded in eternal twilight. Trees pulse with arcane energy, their shimmering leaves reflecting hues of violet, blue, and silver. Sylvan creatures roam freely, and ancient elven ruins lie hidden beneath the overgrowth, echoing the whispers of forgotten gods. Time bends here, with trees shifting from bloom to decay in an instant, and faerie rings appearing and disappearing, offering both wonder and peril to those who dare to enter.

3.1.d.1.2 The Shimmering Glades

3.1.d.1.2 The Shimmering Glades

The Shimmering Glades are enchanting meadows within the Everdawn Forests, where wildflowers glow softly in the dark and the air is thick with magic. These glades serve as neutral ground for the Fey Courts, inhabited by both mischievous Wild Fey and the ever-changing Glade Guardians, who protect the delicate balance of this mystical ecosystem.

3.1.d.1.3 Twilight Peaks

3.1.d.1.3 Twilight Peaks

A range of towering mountains perpetually veiled in twilight mist, featuring sharp, jagged peaks and cliffs adorned with glowing mosses and lichen. Home to the enigmatic Sablekind elves, the area is steeped in magic and the passage of time, serving as a guardian of the Twilight Accord between the Feywild and the material world.

3.1.d.1.4 The Veil Rift

3.1.d.1.4 The Veil Rift

A vast chasm that divides the land, stretching from the Twilight Peaks to the Everdawn Forests. The Veil Rift is alive with arcane storms, where lightning crackles with magic, and the air hums with spiritual energy, making it a place where reality can fracture and travelers may find themselves in unfamiliar places and times.

3.1.e Kaedryn'Vael

3.1.e Kaedryn'Vael

Kaedryn'Vael, known as The Skybound Citadels, is a realm of towering airborne cities and floating islands, where aeromancy and flight are central to society. This advanced civilization harnesses the power of wind and storms, creating a world where entire cities float above a desolate land, home to arcane scholars, airborne artificers, and highborn nobility.

3.1.e.1.1 Skyward Citadels

3.1.e.1.1 Skyward Citadels

The Skyward Citadels are massive floating cities sustained by ancient magics and aeromancy, home to a highborn nobility and arcane scholars. These cities are interconnected by skybridges and levitating vessels, often surrounded by mystical storms that enhance their magical properties.

3.1.e.1.2 The Shattered Lands

3.1.e.1.2 The Shattered Lands

Beneath the floating citadels lies a vast expanse of shattered ruins—the remnants of fallen sky cities from an ancient age. These ruins are scattered across the land, partially buried beneath the cratered earth, with broken spires and ruined arcane machinery remaining. The land is fraught with danger, as wild magic storms and arcane radiation twist the environment, giving rise to unpredictable phenomena and creatures.

3.1.e.1.3 The Aether Winds

3.1.e.1.3 The Aether Winds

The Aether Winds are vibrant currents of magical energy that flow through the sky, nurturing floating cities and enabling advanced technologies. While they provide life and sustenance, they can also unleash devastating storms, making travel both exhilarating and perilous.

3.1.e.1.4 Lower Reaches

3.1.e.1.4 Lower Reaches

The Lower Reaches is a desolate wasteland beneath the floating cities, characterized by barren plains, rocky deserts, and twisted forests warped by arcane fallout. It serves as a refuge for arcane outcasts, mutants, and fallen scholars, where the environment is harsh and constantly changing due to wild magic.

3.2 Iskandros-Vael

3.2 Iskandros-Vael

Iskandros-Vael, known as The Shattered Peninsula, is a desolate expanse marked by the remnants of once-mighty empires. Crumbling fortresses dot the landscape, and the echoes of lost civilizations linger in the air, attracting wandering warlords and treasure seekers alike.

3.2.a.1.1 The Fractured Highlands

3.2.a.1.1 The Fractured Highlands

Once towering mountain ranges, now reduced to shattered peaks and deep chasms, The Fractured Highlands are a chaotic landscape where arcane fissures leak raw magic, altering the terrain unpredictably. Gravity shifts erratically, and time stutters, creating an environment where strange rock formations defy physics and creatures like Void-Touched Beasts and Skyborne Titans roam.

3.2.a.1.2 Glassmere Wastes

3.2.a.1.2 Glassmere Wastes

Once a thriving capital, the Glassmere Wastes are now a vast desert of fused glass and crystalline dunes, remnants of a cataclysmic event. The semi-reflective glass creates distorted visions of the past and echoes of things that never were, while buried ruins lie beneath layers of crystalline sand.

3.2.a.1.3 The Blackened Fen

3.2.a.1.3 The Blackened Fen

Once a lush river delta, The Blackened Fen is now a poisoned swamp filled with twisted trees, choking mist, and stagnant black water. The land is perpetually dim, as if trapped in an eternal dusk, with sunlight barely reaching the surface. Eldritch ruins lie hidden beneath the water, whispering to those who draw near, while the semi-sentient water forms tendrils that grasp at the unwary. The deeper one ventures, the more visions of the past emerge, as though the swamp itself remembers.

3.2.a.1.4 The Severed Coast

3.2.a.1.4 The Severed Coast

The Severed Coast is the westernmost edge of Iskandros-Vael, where jagged islands and broken bridges emerge from the tumultuous sea. Ancient city remnants cling to the cliffs, their towers half-submerged, while the landscape is in constant flux due to tides, earthquakes, and residual magic.

3.2.b Nyx'Zharran

3.2.b Nyx'Zharran

Nyx'Zharran is a desolate expanse of ice and snow, where the chilling winds howl through the remnants of ancient civilizations. Beneath the shimmering auroras, the restless spirits of the long-dead wander, their whispers echoing through the frozen landscape, hinting at the secrets buried beneath the ice.

3.2.b.1.1 Everfrost Expanse

3.2.b.1.1 Everfrost Expanse

The Everfrost Expanse is a seemingly endless tundra where snowfall never ceases, and the sky is eternally veiled in twilight. Frozen rivers form crystalline veins across the land, while ancient ruins lie buried beneath centuries of ice, waiting to be unearthed. The cold here is supernatural, sapping warmth and vitality, and the wind carries whispers from the past, sometimes guiding, sometimes misleading. Creatures such as Frostborn Stalkers, Snow Wraiths, and Icebound Colossi roam this desolate landscape.

3.2.b.1.2 The Shattered Teeth

3.2.b.1.2 The Shattered Teeth

A breathtaking yet terrifying mountain range where titanic ice formations resemble the fangs of a dead god. Some peaks float midair, shrouded in storm clouds, while ancient beings are said to slumber within, frozen in time. The air is thin and life-draining, and the ice itself seems to possess a will, shifting ominously. Creatures like Windborne Predators, Rime Drakes, and Pale Goliaths roam these jagged peaks, each posing a unique threat to intruders.

3.2.b.1.3 The Blackfrost Abyss

3.2.b.1.3 The Blackfrost Abyss

A massive crater of absolute darkness, the Blackfrost Abyss is a wound in the land that swallows the living and never returns them. Time moves strangely here, with some who fall in never returning, while others emerge centuries later, unchanged. Whispers echo from its depths, offering power, knowledge, or release from suffering, but the source remains a mystery.

3.2.b.1.4 Permafrost Necropolis

3.2.b.1.4 Permafrost Necropolis

A vast, frozen city trapped beneath an unbreakable sheet of enchanted ice, where figures are locked in silent screams and unfinished actions. Once the capital of a forgotten empire, it now serves as a haunting reminder of arrogance and betrayal, with flickering phantoms reenacting a past lost to time.

3.2.c Khar-Zhuleth

3.2.c Khar-Zhuleth

Khar-Zhuleth, known as The Sunken Kingdoms, is a vast archipelago of half-submerged ruins, where the remnants of a once-mighty maritime empire lie beneath the waves. Sea-witches, pirate lords, and forgotten gods of the deep now rule over these eerie waters, weaving their magic and schemes among the crumbling structures and treacherous tides.

3.2.c.1.1 The Sunken Expanse

3.2.c.1.1 The Sunken Expanse

Once a thriving empire, The Sunken Expanse is now a haunting graveyard of submerged towers and crumbling streets. Arcane forces preserve some structures, while strange lights flicker in the depths, hinting at a city that still breathes beneath the waves. Water pressure shifts create treacherous currents, and some buildings hold air as if frozen in time, offering fleeting refuge amidst the dangers.

3.2.c.1.2 The Shifting Isles of Madness

3.2.c.1.2 The Shifting Isles of Madness

A collection of unstable islands that shift positions as if moved by unseen forces. Coral-covered ruins emerge and vanish overnight, leaving behind whispers of the past. Those who settle here often vanish mysteriously or succumb to madness, driven by the haunting whispers of the sea. The water rejects maps, with currents that defy logic, while tidepools flicker with ghostly echoes of lives lost to disaster.

3.2.c.1.3 The Abyssal Maw

3.2.c.1.3 The Abyssal Maw

A massive trench in the ocean floor, stretching beyond mortal comprehension. The water glows faintly, pulsing like the heartbeat of something alive. Time distorts the deeper one goes—some return having aged decades, while others emerge unchanged after centuries. It is said that a god slumbers here, waiting for the world to forget it.

3.2.c.1.4 The Black Spires

3.2.c.1.4 The Black Spires

Towering obsidian structures that rise from the ocean floor, covered in runes no scholar has ever deciphered. When the storm clouds part, the spires emit a strange, haunting hum, drawing creatures toward them. Some believe these spires were the source of Khar-Zhuleth’s fall, while others claim they are all that’s holding something back.

3.2.d Shy'Valdun

3.2.d Shy'Valdun

Shy'Valdun is a surreal landscape where the fabric of reality is thin, allowing glimpses into ghostly kingdoms and the presence of eldritch horrors. Ancient prophecies echo through the air, creating an atmosphere of both wonder and dread, as travelers navigate the shifting paths between worlds.

3.2.d.1.1 The Shrouded Grove

3.2.d.1.1 The Shrouded Grove

The Shrouded Grove is a dense, mist-covered forest where light is perpetually dim, and shadows seem to move with a life of their own. Ancient trees, their bark inscribed with cryptic languages, create a labyrinthine environment that confounds travelers, causing them to wander in circles for days. Here, echoes of alternate selves may appear, offering glimpses into timelines that never were. The ecosystem is bizarre, with plants growing in unusual patterns, and creatures like Hollow Stalkers, Glimpse-Hounds, and The Rootborn inhabit this mystical realm.

3.2.d.1.2 Eidolon Fields

3.2.d.1.2 Eidolon Fields

The Eidolon Fields are endless rolling meadows, dotted with crumbling ruins that flicker between existence and nothingness. This ethereal realm is said to be where lost souls linger, caught between life and the afterlife, reliving moments from their forgotten lives. Ghostly figures roam the fields, unaware of intruders, while flowers bloom in colors unseen, only visible in reflections or at the edge of vision. Time flows erratically here, with a single night potentially equating to a century elsewhere.

3.2.d.1.3 Mirage Hollows

3.2.d.1.3 Mirage Hollows

A surreal network of caves and ravines where illusions take physical form, allowing travelers to encounter places and memories that should not exist. Dreams and nightmares seep into reality, creating ephemeral landscapes shaped by the thoughts of those nearby.

3.2.d.1.4 The Shifting Coastline

3.2.d.1.4 The Shifting Coastline

A coastline that shifts constantly, where the ocean reflects something deeper than water. Ships that sail too close vanish for centuries, only to return unchanged. The horizon is never constant, sometimes stretching forever or bending inward as if the world is folding. The sea carries whispers of voices from beyond the veil, and islands appear only at certain times, visible for a moment before fading.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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